Quad
What is a Quad?
How it works
Quad vs triangle
2 (one diagonal split)
Triangles per quad
x4 (each quad becomes 4 quads)
Catmull-Clark faces per level
6 quads = 12 triangles
Cube face count
Quad vs triangle
Quad
Triangle
Vertices per face
4
3
Planarity
Can be non-planar, must be split to render
Always planar by definition
Edge loops
Flow continuously, easy to select and slide
Loops terminate, harder to read
Subdivision (Catmull-Clark)
Smooth, predictable, no pinching
Pinching and shading artifacts at corners
GPU rendering
Converted to 2 triangles at export or draw
Native primitive, drawn as is
Typical home
Modeling, sculpting, rigging, animation
Game exports, scans, decimated meshes
In Meshy Run Remesh in the Workspace to rebuild a generation with quad-dominant topology at a target polycount, so the edge loops are in place before auto-rigging or subdividing in Blender; note that glTF has no quad primitive, so GLB export is triangulated.
Use cases
Last updated September 14, 2026









